Drag your finger across the screen. The ship sits slightly above your finger — on purpose, so you don't cover it — and it fires by itself: there is no fire button. The whole game is dodging and positioning.
Your gun has five. It goes up when you clear a whole formation, and it goes down when you get hit. That's why dying costs double: a life and your firepower. If you suddenly can't kill anything, check your weapon level before blaming the stage.
No. Stages unlock as you reach them, and the next run starts at the furthest one you got to, with the firepower that stage expects. You get three lives per run, but the progress stays.
Correct: asteroids, scrap and dock plating are obstacles, not enemies. No amount of firepower helps — you dodge those.
Check the phone's silent switch: the game respects that switch on purpose, so you can play anywhere. And if you already had music playing in another app, the game won't cut it off — its own music stays quiet instead.
The fine haptics need the iPhone's haptic engine. There's also a setting for it in the game, kept separate from sound on purpose: with the phone on silent you can still play and feel every hit.
It comes from how you finish: the lives you have left and the weapon level you arrive with. S means finishing intact and at full power. The fact that C exists is information too.
Scores and unlocked stages are stored on the device only. If you uninstall the app or change phones, they're gone. There is no cloud backup because the app never connects to the internet.
No. None. It's all detailed in the privacy policy.
If something doesn't work, tell me which stage you were on and what you were doing. That's usually enough to find it. And if a stage feels impossible, say so: that balance is one number away from changing.
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